using System;
using ns27;
using Triton.Game.Mono;

namespace Triton.Game.Mapping
{
	[Attribute38("ConstructCard")]
	public class ConstructCard : MonoBehaviour
	{
		[Attribute38("ConstructCard.AnimationData")]
		public class AnimationData : MonoClass
		{
			public string Name => method_4("Name");

			public Transform AnimateTransform => method_3<Transform>("AnimateTransform");

			public Transform StartTransform => method_3<Transform>("StartTransform");

			public Transform TargetTransform => method_3<Transform>("TargetTransform");

			public float AnimationTime => method_2<float>("AnimationTime");

			public float StartDelay => method_2<float>("StartDelay");

			public GameObject GlowObject => method_3<GameObject>("GlowObject");

			public GameObject GlowObjectStandard => method_3<GameObject>("GlowObjectStandard");

			public GameObject GlowObjectUnique => method_3<GameObject>("GlowObjectUnique");

			public Vector3 ImpactRotation => method_2<Vector3>("ImpactRotation");

			public string OnComplete => method_4("OnComplete");

			public AnimationData(IntPtr address, string className)
				: base(address, className)
			{
			}

			public AnimationData(IntPtr address)
				: this(address, "AnimationData")
			{
			}
		}

		public Vector3 IMPACT_CAMERA_SHAKE_AMOUNT => method_2<Vector3>("IMPACT_CAMERA_SHAKE_AMOUNT");

		public float IMPACT_CAMERA_SHAKE_TIME => method_2<float>("IMPACT_CAMERA_SHAKE_TIME");

		public Material m_GhostMaterial => method_3<Material>("m_GhostMaterial");

		public Material m_GhostMaterialTransparent => method_3<Material>("m_GhostMaterialTransparent");

		public float m_ImpactRotationTime => method_2<float>("m_ImpactRotationTime");

		public float m_RandomDelayVariance => method_2<float>("m_RandomDelayVariance");

		public float m_AnimationRarityScaleCommon => method_2<float>("m_AnimationRarityScaleCommon");

		public float m_AnimationRarityScaleRare => method_2<float>("m_AnimationRarityScaleRare");

		public float m_AnimationRarityScaleEpic => method_2<float>("m_AnimationRarityScaleEpic");

		public float m_AnimationRarityScaleLegendary => method_2<float>("m_AnimationRarityScaleLegendary");

		public GameObject m_GhostGlow => method_3<GameObject>("m_GhostGlow");

		public Texture m_GhostTextureUnique => method_3<Texture>("m_GhostTextureUnique");

		public GameObject m_FuseGlow => method_3<GameObject>("m_FuseGlow");

		public Transform m_ManaGemStartPosition => method_3<Transform>("m_ManaGemStartPosition");

		public Transform m_ManaGemTargetPosition => method_3<Transform>("m_ManaGemTargetPosition");

		public float m_ManaGemStartDelay => method_2<float>("m_ManaGemStartDelay");

		public float m_ManaGemAnimTime => method_2<float>("m_ManaGemAnimTime");

		public GameObject m_ManaGemGlow => method_3<GameObject>("m_ManaGemGlow");

		public Vector3 m_ManaGemImpactRotation => method_2<Vector3>("m_ManaGemImpactRotation");

		public Transform m_DescriptionStartPosition => method_3<Transform>("m_DescriptionStartPosition");

		public Transform m_DescriptionTargetPosition => method_3<Transform>("m_DescriptionTargetPosition");

		public float m_DescriptionStartDelay => method_2<float>("m_DescriptionStartDelay");

		public float m_DescriptionAnimTime => method_2<float>("m_DescriptionAnimTime");

		public GameObject m_DescriptionGlow => method_3<GameObject>("m_DescriptionGlow");

		public Vector3 m_DescriptionImpactRotation => method_2<Vector3>("m_DescriptionImpactRotation");

		public Transform m_AttackStartPosition => method_3<Transform>("m_AttackStartPosition");

		public Transform m_AttackTargetPosition => method_3<Transform>("m_AttackTargetPosition");

		public float m_AttackStartDelay => method_2<float>("m_AttackStartDelay");

		public float m_AttackAnimTime => method_2<float>("m_AttackAnimTime");

		public GameObject m_AttackGlow => method_3<GameObject>("m_AttackGlow");

		public Vector3 m_AttackImpactRotation => method_2<Vector3>("m_AttackImpactRotation");

		public Transform m_HealthStartPosition => method_3<Transform>("m_HealthStartPosition");

		public Transform m_HealthTargetPosition => method_3<Transform>("m_HealthTargetPosition");

		public float m_HealthStartDelay => method_2<float>("m_HealthStartDelay");

		public float m_HealthAnimTime => method_2<float>("m_HealthAnimTime");

		public GameObject m_HealthGlow => method_3<GameObject>("m_HealthGlow");

		public Vector3 m_HealthImpactRotation => method_2<Vector3>("m_HealthImpactRotation");

		public Transform m_ArmorStartPosition => method_3<Transform>("m_ArmorStartPosition");

		public Transform m_ArmorTargetPosition => method_3<Transform>("m_ArmorTargetPosition");

		public float m_ArmorStartDelay => method_2<float>("m_ArmorStartDelay");

		public float m_ArmorAnimTime => method_2<float>("m_ArmorAnimTime");

		public GameObject m_ArmorGlow => method_3<GameObject>("m_ArmorGlow");

		public Vector3 m_ArmorImpactRotation => method_2<Vector3>("m_ArmorImpactRotation");

		public Transform m_PortraitStartPosition => method_3<Transform>("m_PortraitStartPosition");

		public Transform m_PortraitTargetPosition => method_3<Transform>("m_PortraitTargetPosition");

		public float m_PortraitStartDelay => method_2<float>("m_PortraitStartDelay");

		public float m_PortraitAnimTime => method_2<float>("m_PortraitAnimTime");

		public GameObject m_PortraitGlow => method_3<GameObject>("m_PortraitGlow");

		public GameObject m_PortraitGlowStandard => method_3<GameObject>("m_PortraitGlowStandard");

		public GameObject m_PortraitGlowUnique => method_3<GameObject>("m_PortraitGlowUnique");

		public Vector3 m_PortraitImpactRotation => method_2<Vector3>("m_PortraitImpactRotation");

		public Transform m_NameStartPosition => method_3<Transform>("m_NameStartPosition");

		public Transform m_NameTargetPosition => method_3<Transform>("m_NameTargetPosition");

		public float m_NameStartDelay => method_2<float>("m_NameStartDelay");

		public float m_NameAnimTime => method_2<float>("m_NameAnimTime");

		public GameObject m_NameGlow => method_3<GameObject>("m_NameGlow");

		public Vector3 m_NameImpactRotation => method_2<Vector3>("m_NameImpactRotation");

		public Transform m_RarityStartPosition => method_3<Transform>("m_RarityStartPosition");

		public Transform m_RarityTargetPosition => method_3<Transform>("m_RarityTargetPosition");

		public float m_RarityStartDelay => method_2<float>("m_RarityStartDelay");

		public float m_RarityAnimTime => method_2<float>("m_RarityAnimTime");

		public GameObject m_RarityGlowCommon => method_3<GameObject>("m_RarityGlowCommon");

		public GameObject m_RarityGlowRare => method_3<GameObject>("m_RarityGlowRare");

		public GameObject m_RarityGlowEpic => method_3<GameObject>("m_RarityGlowEpic");

		public GameObject m_RarityGlowLegendary => method_3<GameObject>("m_RarityGlowLegendary");

		public Vector3 m_RarityImpactRotation => method_2<Vector3>("m_RarityImpactRotation");

		public Actor m_Actor => method_3<Actor>("m_Actor");

		public Spell m_GhostSpell => method_3<Spell>("m_GhostSpell");

		public float m_AnimationScale => method_2<float>("m_AnimationScale");

		public bool isInit => method_2<bool>("isInit");

		public GameObject m_ManaGemInstance => method_3<GameObject>("m_ManaGemInstance");

		public GameObject m_DescriptionInstance => method_3<GameObject>("m_DescriptionInstance");

		public GameObject m_AttackInstance => method_3<GameObject>("m_AttackInstance");

		public GameObject m_HealthInstance => method_3<GameObject>("m_HealthInstance");

		public GameObject m_ArmorInstance => method_3<GameObject>("m_ArmorInstance");

		public GameObject m_PortraitInstance => method_3<GameObject>("m_PortraitInstance");

		public GameObject m_NameInstance => method_3<GameObject>("m_NameInstance");

		public GameObject m_RarityInstance => method_3<GameObject>("m_RarityInstance");

		public GameObject m_CardMesh => method_3<GameObject>("m_CardMesh");

		public int m_CardFrontIdx => method_2<int>("m_CardFrontIdx");

		public GameObject m_PortraitMesh => method_3<GameObject>("m_PortraitMesh");

		public int m_PortraitFrameIdx => method_2<int>("m_PortraitFrameIdx");

		public GameObject m_NameMesh => method_3<GameObject>("m_NameMesh");

		public GameObject m_DescriptionMesh => method_3<GameObject>("m_DescriptionMesh");

		public GameObject m_DescriptionTrimMesh => method_3<GameObject>("m_DescriptionTrimMesh");

		public GameObject m_RarityGemMesh => method_3<GameObject>("m_RarityGemMesh");

		public GameObject m_RarityFrameMesh => method_3<GameObject>("m_RarityFrameMesh");

		public GameObject m_ManaCostMesh => method_3<GameObject>("m_ManaCostMesh");

		public GameObject m_AttackMesh => method_3<GameObject>("m_AttackMesh");

		public GameObject m_HealthMesh => method_3<GameObject>("m_HealthMesh");

		public GameObject m_ArmorMesh => method_3<GameObject>("m_ArmorMesh");

		public GameObject m_RacePlateMesh => method_3<GameObject>("m_RacePlateMesh");

		public GameObject m_EliteMesh => method_3<GameObject>("m_EliteMesh");

		public GameObject m_ManaGemClone => method_3<GameObject>("m_ManaGemClone");

		public Material m_OrgMat_CardFront => method_3<Material>("m_OrgMat_CardFront");

		public Material m_OrgMat_PortraitFrame => method_3<Material>("m_OrgMat_PortraitFrame");

		public Material m_OrgMat_Name => method_3<Material>("m_OrgMat_Name");

		public Material m_OrgMat_Description => method_3<Material>("m_OrgMat_Description");

		public Material m_OrgMat_Description2 => method_3<Material>("m_OrgMat_Description2");

		public Material m_OrgMat_DescriptionTrim => method_3<Material>("m_OrgMat_DescriptionTrim");

		public Material m_OrgMat_RarityFrame => method_3<Material>("m_OrgMat_RarityFrame");

		public Material m_OrgMat_ManaCost => method_3<Material>("m_OrgMat_ManaCost");

		public Material m_OrgMat_Attack => method_3<Material>("m_OrgMat_Attack");

		public Material m_OrgMat_Health => method_3<Material>("m_OrgMat_Health");

		public Material m_OrgMat_Armor => method_3<Material>("m_OrgMat_Armor");

		public Material m_OrgMat_RacePlate => method_3<Material>("m_OrgMat_RacePlate");

		public Material m_OrgMat_Elite => method_3<Material>("m_OrgMat_Elite");

		public ConstructCard(IntPtr address, string className)
			: base(address, className)
		{
		}

		public ConstructCard(IntPtr address)
			: this(address, "ConstructCard")
		{
		}

		public void OnDisable()
		{
			method_8("OnDisable");
		}

		public void Construct()
		{
			method_8("Construct");
		}

		public void Init()
		{
			method_8("Init");
		}

		public void Cancel()
		{
			method_8("Cancel");
		}

		public void StopAllParticles()
		{
			method_8("StopAllParticles");
		}

		public void HideAllMeshObjects()
		{
			method_8("HideAllMeshObjects");
		}

		public void CreateInstances()
		{
			method_8("CreateInstances");
		}

		public void DestroyInstances()
		{
			method_8("DestroyInstances");
		}

		public void AnimateManaGem()
		{
			method_8("AnimateManaGem");
		}

		public void DisableManaGem()
		{
			method_8("DisableManaGem");
		}

		public void AnimateDescription()
		{
			method_8("AnimateDescription");
		}

		public void DisableDescription()
		{
			method_8("DisableDescription");
		}

		public void AnimateAttack()
		{
			method_8("AnimateAttack");
		}

		public void DisableAttack()
		{
			method_8("DisableAttack");
		}

		public void AnimateHealth()
		{
			method_8("AnimateHealth");
		}

		public void DisableHealth()
		{
			method_8("DisableHealth");
		}

		public void AnimateArmor()
		{
			method_8("AnimateArmor");
		}

		public void DisableArmor()
		{
			method_8("DisableArmor");
		}

		public void AnimatePortrait()
		{
			method_8("AnimatePortrait");
		}

		public void DisablePortrait()
		{
			method_8("DisablePortrait");
		}

		public void AnimateName()
		{
			method_8("AnimateName");
		}

		public void DisableName()
		{
			method_8("DisableName");
		}

		public void AnimateRarity()
		{
			method_8("AnimateRarity");
		}

		public void DisableRarity()
		{
			method_8("DisableRarity");
		}

		public void StoreOrgMaterials()
		{
			method_8("StoreOrgMaterials");
		}

		public void RestoreOrgMaterials()
		{
			method_8("RestoreOrgMaterials");
		}

		public void ApplyGhostMaterials()
		{
			method_8("ApplyGhostMaterials");
		}

		public void ApplyMaterial(GameObject go, Material mat)
		{
			method_8("ApplyMaterial", go, mat);
		}

		public void ApplyMaterialByIdx(GameObject go, Material mat, int idx)
		{
			method_8("ApplyMaterialByIdx", go, mat, idx);
		}

		public void ApplySharedMaterialByIdx(GameObject go, Material mat, int idx)
		{
			method_8("ApplySharedMaterialByIdx", go, mat, idx);
		}
	}
}
